Correct metal rendering
This commit is contained in:
parent
3b3e58cf39
commit
f8db84538f
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@ -127,6 +127,7 @@ uint32_t pack_int10_n2(float *norm)
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sg_buffer normal_floats(float *f, int n)
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{
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return float_buffer(f, n);
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uint32_t packed_norms[n/3];
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for (int v = 0, i = 0; v < n/3; v++, i+= 3)
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packed_norms[v] = pack_int10_n2(f+i);
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@ -180,13 +181,14 @@ HMM_Vec3 index_to_vert(uint32_t idx, float *f)
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void primitive_gen_indices(primitive *prim)
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{
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if (prim->idx_count == 0) return;
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if (prim->idx_count != 0) return;
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uint16_t *idxs = malloc(sizeof(*idxs)*prim->idx_count);
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for (int z = 0; z < prim->idx_count; z++)
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idxs[z] = z;
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prim->idx = sg_make_buffer(&(sg_buffer_desc){
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prim->index = sg_make_buffer(&(sg_buffer_desc){
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.data.ptr = idxs,
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.data.size = sizeof(uint16_t) * prim->idx_count,
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.type = SG_BUFFERTYPE_INDEXBUFFER});
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@ -207,7 +209,7 @@ struct primitive mesh_add_primitive(cgltf_primitive *prim)
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for (int i = 0; i < n; i++)
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idxs[i] = fidx[i];
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retp.idx = sg_make_buffer(&(sg_buffer_desc){
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retp.index = sg_make_buffer(&(sg_buffer_desc){
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.data.ptr = idxs,
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.data.size = sizeof(*idxs) * n,
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.type = SG_BUFFERTYPE_INDEXBUFFER,
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@ -498,7 +500,7 @@ sg_bindings primitive_bind(primitive *p)
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b.vertex_buffers[MAT_BONE] = p->bone;
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b.vertex_buffers[MAT_WEIGHT] = p->weight;
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b.vertex_buffers[MAT_COLOR] = p->color;
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b.index_buffer = p->idx;
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b.index_buffer = p->index;
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b.fs.images[0] = p->mat->diffuse->id;
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b.fs.samplers[0] = tex_sampler;
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return b;
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@ -606,7 +608,7 @@ sg_bindings primitive_bindings(primitive *p, JSValue v)
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b.vertex_buffers[slot] = buf;
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}
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b.index_buffer = p->idx;
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b.index_buffer = p->index;
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return b;
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}
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@ -43,7 +43,7 @@ typedef struct primitive {
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sg_buffer bone;
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sg_buffer weight;
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sg_buffer color;
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sg_buffer idx;
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sg_buffer index;
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material *mat;
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uint32_t idx_count;
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} primitive;
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@ -1229,6 +1229,18 @@ HMM_Mat4 HMM_InvOrthographic(HMM_Mat4 OrthoMatrix) {
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return Result;
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}
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HMM_Mat4 HMM_Perspective_Metal(float FOV, float AspectRatio, float Near, float Far)
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{
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HMM_Mat4 adjust = {0};
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adjust.e[0][0] = 1;
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adjust.e[1][1] = 1;
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adjust.e[2][2] = 0.5;
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adjust.e[3][2] = 0.5;
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adjust.e[3][3] = 1;
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HMM_Mat4 opengl = HMM_Perspective_LH_NO(FOV, AspectRatio, Near, Far);
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return HMM_MulM4(opengl,adjust);
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}
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HMM_Mat4 HMM_Perspective_RH_NO(float FOV, float AspectRatio, float Near, float Far) {
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HMM_Mat4 Result = {0};
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@ -615,6 +615,8 @@ HMM_Mat4 HMM_Perspective_RH_NO(float FOV, float AspectRatio, float Near, float F
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HMM_Mat4 HMM_Perspective_RH_ZO(float FOV, float AspectRatio, float Near, float Far);
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HMM_Mat4 HMM_Perspective_LH_NO(float FOV, float AspectRatio, float Near, float Far);
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HMM_Mat4 HMM_Perspective_LH_ZO(float FOV, float AspectRatio, float Near, float Far);
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HMM_Mat4 HMM_Perspective_Metal(float FOV, float AspectRation, float Near, float Far);
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HMM_Mat4 HMM_InvPerspective_RH(HMM_Mat4 PerspectiveMatrix);
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HMM_Mat4 HMM_InvPerspective_LH(HMM_Mat4 PerspectiveMatrix);
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HMM_Mat4 HMM_Translate(HMM_Vec3 Translation);
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@ -44,6 +44,8 @@ static JSValue globalThis;
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static JSClassID js_ptr_id;
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static JSClassDef js_ptr_class = { "POINTER" };
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static JSValue JSUNDEF;
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JSValue str2js(const char *c, ...) {
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if (!c) return JS_UNDEFINED;
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char *result = NULL;
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@ -81,7 +83,6 @@ QJSCLASS(material)
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QJSCLASS(model)
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QJSCLASS(window)
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QJSCLASS(constraint)
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QJSCLASS(primitive)
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QJSCLASS(sg_buffer)
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QJSCLASS(datastream)
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@ -666,7 +667,7 @@ JSC_CCALL(render_end_pass,
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.clear_value = (sg_color){0,0,0,1}
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}
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}
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});
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});
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sg_pipeline p = {0};
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switch(mainwin.mode) {
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@ -709,18 +710,16 @@ JSC_SCALL(render_text_size, ret = bb2js(text_bb(str, js2number(argv[1]), js2numb
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JSC_CCALL(render_set_camera,
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JSValue cam = argv[0];
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int ortho = js2boolean(js_getpropstr(cam, "ortho"));
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int near = js2number(js_getpropstr(cam, "near"));
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int far = js2number(js_getpropstr(cam, "far"));
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float fov = js2number(js_getpropstr(cam, "fov"));
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HMM_Vec4 viewport = js2vec4(js_getpropstr(cam, "viewport"));
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float near = js2number(js_getpropstr(cam, "near"));
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float far = js2number(js_getpropstr(cam, "far"));
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float fov = js2number(js_getpropstr(cam, "fov"))*HMM_DegToRad;
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transform *t = js2transform(js_getpropstr(cam, "transform"));
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globalview.v = transform2mat(*t);
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HMM_Vec2 size = mainwin.mode == MODE_FULL ? mainwin.size : mainwin.rendersize;
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//sg_apply_viewportf(viewport.x*size.x, viewport.y*size.y, viewport.z*size.x, viewport.w*size.y,0);
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if (ortho)
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globalview.p = HMM_Orthographic_RH_ZO(
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globalview.p = HMM_Orthographic_LH_ZO(
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-size.x/2,
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size.x/2,
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-size.y/2,
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@ -729,7 +728,7 @@ JSC_CCALL(render_set_camera,
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far
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);
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else
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globalview.p = HMM_Perspective_RH_NO(fov, size.x/size.x, near, far);
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globalview.p = HMM_Perspective_Metal(fov, size.x/size.y, near, far);
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globalview.vp = HMM_MulM4(globalview.p, globalview.v);
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)
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@ -831,13 +830,17 @@ JSC_CCALL(render_pipeline,
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p.layout = js2layout(argv[0]);
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p.cull_mode = js2number(js_getpropstr(argv[0], "cull"));
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p.primitive_type = js2number(js_getpropstr(argv[0], "primitive"));
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p.face_winding = SG_FACEWINDING_CCW;
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//p.face_winding = js2number(js_getpropstr(argv[0], "face"));
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p.face_winding = 1;
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p.index_type = SG_INDEXTYPE_UINT16;
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if (js2boolean(js_getpropstr(argv[0], "blend")))
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p.colors[0].blend = blend_trans;
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//p.depth.write_enabled = true;
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//p.depth.compare = SG_COMPAREFUNC_LESS_EQUAL;
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int depth = js2boolean(js_getpropstr(argv[0], "depth"));
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if (depth) {
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p.depth.write_enabled = true;
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p.depth.compare = SG_COMPAREFUNC_LESS;
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}
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sg_pipeline pipe = sg_make_pipeline(&p);
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@ -924,7 +927,7 @@ JSC_CCALL(render_text_ssbo,
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static const JSCFunctionListEntry js_render_funcs[] = {
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MIST_FUNC_DEF(render, flushtext, 0),
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MIST_FUNC_DEF(render, end_pass, 0),
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MIST_FUNC_DEF(render, end_pass, 2),
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MIST_FUNC_DEF(render, text_size, 3),
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MIST_FUNC_DEF(render, text_ssbo, 0),
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MIST_FUNC_DEF(render, set_camera, 1),
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@ -1399,15 +1402,15 @@ JSC_GETSET(transform, rotation, quat)
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JSC_CCALL(transform_lookat,
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HMM_Vec3 point = js2vec3(argv[0]);
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transform *go = js2transform(this);
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HMM_Mat4 m = HMM_LookAt_RH(go->pos, point, vUP);
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go->rotation = HMM_M4ToQ_RH(m);
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HMM_Mat4 m = HMM_LookAt_LH(go->pos, point, vUP);
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go->rotation = HMM_M4ToQ_LH(m);
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)
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JSC_CCALL(transform_rotate,
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HMM_Vec3 axis = js2vec3(argv[0]);
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transform *t = js2transform(this);
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HMM_Quat rot = HMM_QFromAxisAngle_RH(axis, js2number(argv[1]));
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t->rotation = HMM_MulQ(t->rotation, rot);
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HMM_Quat rot = HMM_QFromAxisAngle_LH(axis, js2number(argv[1]));
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t->rotation = HMM_MulQ(rot, t->rotation);
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)
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static const JSCFunctionListEntry js_transform_funcs[] = {
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@ -1862,7 +1865,34 @@ JSC_CCALL(os_make_font,
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JSC_CCALL(os_make_transform, return transform2js(make_transform()))
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JSC_SCALL(os_system, return number2js(system(str)); )
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JSC_SCALL(os_make_model, ret = model2js(model_make(str)))
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#define PRIMCHECK(VAR, JS, VAL) \
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if (VAR->VAL.id) js_setpropstr(JS, #VAL, sg_buffer2js(&VAR->VAL)); \
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JSValue primitive2js(primitive *p)
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{
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JSValue v = JS_NewObject(js);
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PRIMCHECK(p, v, pos)
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PRIMCHECK(p,v,norm)
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PRIMCHECK(p,v,uv)
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PRIMCHECK(p,v,bone)
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PRIMCHECK(p,v,weight)
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PRIMCHECK(p,v,color)
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PRIMCHECK(p,v,index)
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js_setpropstr(v, "count", number2js(p->idx_count));
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printf("new primitive with count %d\n", p->idx_count);
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return v;
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}
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JSC_SCALL(os_make_model,
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model *m = model_make(str);
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if (arrlen(m->meshes) != 1) return JSUNDEF;
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mesh *me = m->meshes+0;
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return primitive2js(me->primitives+0);
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)
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JSC_CCALL(os_make_emitter,
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emitter *e = make_emitter();
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ret = emitter2js(e);
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@ -1965,7 +1995,7 @@ JSValue parmesh2js(par_shapes_mesh *m)
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if (m->normals) {
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sg_buffer *norm = malloc(sizeof(*norm));
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*norm = float_buffer(m->normals, 3*m->npoints);
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*norm = normal_floats(m->normals, 3*m->npoints);
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js_setpropstr(obj, "norm", sg_buffer2js(norm));
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}
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@ -2065,6 +2095,7 @@ static const JSCFunctionListEntry js_os_funcs[] = {
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#include "steam.h"
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void ffi_load() {
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JSUNDEF = JS_UNDEFINED;
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globalThis = JS_GetGlobalObject(js);
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QJSCLASSPREP(ptr);
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@ -95,7 +95,6 @@ void emitter_draw(emitter *e)
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}
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void emitter_step(emitter *e, double dt, transform *t) {
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HMM_Vec4 g_accel = HMM_MulV4F((HMM_Vec4){cpSpaceGetGravity(space).x, cpSpaceGetGravity(space).y, 0, 0}, dt);
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for (int i = 0; i < arrlen(e->particles); i++) {
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@ -147,6 +147,9 @@ void render_init() {
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#endif
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font_init();
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sg_features feat = sg_query_features();
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printf("top left? %d\n", feat.origin_top_left);
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sg_color c = (sg_color){0,0,0,1};
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pass_action = (sg_pass_action){
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@ -155,7 +158,12 @@ void render_init() {
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sg_color oc = (sg_color){35.0/255,60.0/255,92.0/255,1};
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off_action = (sg_pass_action){
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.colors[0] = {.load_action = SG_LOADACTION_CLEAR, .clear_value = oc}
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.colors[0] = {.load_action = SG_LOADACTION_CLEAR, .clear_value = oc},
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.depth = {
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.load_action = SG_LOADACTION_CLEAR,
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.clear_value = 1
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//.store_action = SG_STOREACTION_STORE
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}
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};
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screencolor = sg_make_image(&(sg_image_desc){
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@ -176,11 +184,10 @@ void render_init() {
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offscreen = (sg_pass){
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.attachments = sg_make_attachments(&(sg_attachments_desc){
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.colors[0].image = screencolor,
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.depth_stencil.image = screendepth
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.depth_stencil.image = screendepth,
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}),
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.action = off_action,
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};
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}
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HMM_Mat4 projection = {0.f};
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@ -219,6 +226,7 @@ void openglRender(struct window *window) {
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};
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}
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lastuse = usesize;
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sg_begin_pass(&offscreen);
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}
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@ -47,7 +47,7 @@ HMM_Mat4 transform2mat(transform t) {
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HMM_Quat angle2rotation(float angle)
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{
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return HMM_QFromAxisAngle_RH(vUP, angle);
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return HMM_QFromAxisAngle_LH(vUP, angle);
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}
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float transform2angle(HMM_Vec3 axis)
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@ -63,6 +63,6 @@ transform mat2transform(HMM_Mat4 m)
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t.scale.Elements[i] = HMM_LenV3(m.Columns[i].xyz);
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// for (int i = 0; i < 2; i++)
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// m.Columns[i].xyz = HMM_MulV3(m.Columns[i].xyz, t.scale.Elements[i]);
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t.rotation = HMM_M4ToQ_RH(m);
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t.rotation = HMM_M4ToQ_LH(m);
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return t;
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}
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@ -4,9 +4,11 @@
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#include "HandmadeMath.h"
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typedef struct transform {
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HMM_Vec3 pos;
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HMM_Vec3 scale;
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HMM_Quat rotation;
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HMM_Vec3 pos;
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HMM_Vec3 scale;
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HMM_Quat rotation;
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HMM_Mat4 cache;
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int dirty;
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} transform;
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transform *make_transform();
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@ -227,10 +227,6 @@ sapp_desc sokol_main(int argc, char **argv) {
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signal(SIGFPE, seghandle);
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#endif
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HMM_Quat norot = HMM_QFromAxisAngle_RH((HMM_Vec3){0,1,0}, 0.1);
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norot = HMM_M4ToQ_RH(HMM_LookAt_RH((HMM_Vec3){0,0,-100}, v3zero, vUP));
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printf("rot is %g,%g,%g,%g\n", norot.x, norot.y, norot.z, norot.w);
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resources_init();
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stm_setup(); /* time */
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script_startup();
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